Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Bowser9

Pages: 1 2 3 4 5 [6] 7
126
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-23 19:36:13 »
@Sega Chief
You got my Suikoden 3 feels. Do it.

127
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-21 21:33:45 »
@Webbhead08
Check the Highwind's chocobo stable for past bosses.
Check the Battle Square at the Gold Saucer for special bosses and rewards.

128
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-17 21:39:02 »
You're "unlocking" slash-all? What a G. I love your plans for Aeris' weapons, too. How MP efficient haha.

129
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-17 11:40:23 »
@Traison
9999 cap. It is actually very difficult to reach 9999 damage in this mod without end game materia or certain attack boosting cheese, and even then the mod is balanced around the damage cap being around.

130
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-16 22:59:31 »
@Sega Chief

Two ideas for Cloud.

- Whenever he takes physical damage, gain a stack of Str/Vit. Whenever he takes magic damage, gain a stack of Mag/Spr. Erase the stack whenever he is damaged by the other type. If problematic, erase the stacks when healed or only allow the stacks while no party member is dead.
- Whenever Cloud kills an enemy, gain a temporary bonus to Dex.

131
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-16 09:29:11 »
@Sega Chief
There's no way they'd actually make FF7 fun to play, especially not compared to a mod that offers a foundation comparable to FF5's. It will be fun to watch, but to play? Hah. I'm ready to just hold one button again

Also, I like how Sony basically said they made Squeenix get off their butts to do this. About time (praise Hojo).

132
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-12 04:25:09 »
@powerincarnate
Install Reunion by selecting only the menu overhaul options. Then, install New Threat. You should be good to go.

133
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-12 03:38:21 »
@Sega Chief
Thank you and good job. It's going to be interesting testing everything, especially to make sure Cloud mimics properly. If Yuffie can hit herself to trigger perfect dodge, it's gonna put a smile on my face for all of time.

134
@ManuBBXX If you really must tank, use sadness. It will bring the damage down to where you will survive one hit.

135
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-06 10:02:10 »
Re: \\NT NEWS//

\\Cloud//
Flavorful and powerful. I'd never know what it is unless it's something easy to trigger like Barret's, Red XIII's or Yuffie, but it makes it exciting to think what you could do with this. Bruiser Cloud with a team of Barret + Red XIII. Tank Cloud with a team of Yuffie and Vincent. Lucky Cloud with a team of Cait Sith and Cid... Just the steps people can take to ensure an innate that works for their Cloud makes me grin. I am more excited for Cloud than I have ever been.

\\Barret//
You da man!

\\Tifa//
I don't have a good feeling about this. Having the 3/4 HP trigger only when she takes physical damage makes this innate very tricky to use. You'd only benefit against weaker enemies that won't outright send you below 3/4 HP, or you "charge" Tifa by taking steps to attack her yourself. I'd recommend an innate +3 attack stack to start, if above 3/4 HP, followed by the trigger condition. Another suggestion is to have her gain a stack when she dodges an attack. This can create an interesting risk - reward mechanic because, typically, the high evasion armors have the worst damage reduction. One stray hit and you automatically lose the stacks.

\\Aeris//
Thumbs up. Can lead to an interesting burst damage combo later in the fight, especially with doublecast.

\\Red XIII//
I want him in my party so much now. More than I have ever wanted him in my party. Good.

\\Yuffie//
A ninja tank is born. A quick-support, physical-tank. Much hype.

\\Cait Sith//
Once I have an understanding of what these Rages will be, Cait Sith will be on my team more than any other character. I love messing around with stuff like this.

\\Vincent//
Wow, Vincent has the potential to be ironclad in elemental resistance. He would have the potential to be extremely rewarding for defensive players (like me).

\\Cid//
A great innate that can keep Cid alive in an unexpected situation, especially late game where Luck boosting equipments can be quite powerful. This may come in handy faster than other innate abilities, especially against tougher fights, which makes this innate oddly more reliable.

136
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-04 04:09:13 »
Thought just occurred to me. Is there any way to get a "Load Game" option onto the extended save points?

Edit: Found another battle soft lock. Here are the details:
 - Train Graveyard
    - Ghost + Horned Rat + Deen Glow formation
    - During the round, Ghost and Deen Glow completed their attacks successfully.
    - Horned Rat was up next, but the game soft locked. I was on wait ATB, so maybe it was waiting for an attack.

137
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-03 19:21:51 »
Haha, thanks for the quick response, Sega Chief. I'll let you know how great the trip to Nibelheim is. I'm guessing I'd better test it with every save point unless it's some kind of global element that effects all extended save points? I don't mind testing it again once you do have Rank Up in place (hah).

On the idea of a quest to get a Gold Chocobo, assuming you're seriously considering it, maybe you could do a chain fetch quest that uses NPCs placed in some of the Materia Caves? Possibly only after obtaining the materia.

Edit: Yup, took the challenge at the first save and ended up in the Nibel reactor. Huzzah. Funny thing is that leaving the room sends you straight to the cut-scene at the second mako reactor bombing mission. Game just dumps you right before you would activate the bomb, since that's where the cut-scene should leave you.

Also, any ETA for the Arrange beta test for materia bonuses and penalties?

138
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-03 07:10:50 »
Installed the flevel hotfix. Game soft locks when I touch a save point, complete with a bunch of gibberish in the text boxes. Happens regardless of which mode I'm on or whether I have the menu overhaul or not. Gonna try another clean install and see if things change.

Edit: Still no good. Hmmm. If I hit menu fast enough, I can save, but the game will still soft lock unless I quit and reload. Loading at a save point doesn't trigger the extended options.

139
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-02 05:33:58 »
Sweet, new flevel patch with the extended save points. Time for another quick vacation in the world of New Threat. Thanks, Sega Chief.

Edit: On innate abilities @Sega Chief.

I feel that they should help reinforce the character's intended role by rewarding players for playing well and surviving. In that regard, your initial ideas are pretty great. Here are my thoughts and suggestions. Most of this is without % chance or a critical health requirement, but I'm fine with either if it makes things fun.

Cloud: An all-rounder is tricky, and the fact that he's the party leader for the majority of the game means the innate ability should be straight forward. Maybe a mild bonus to party Dex or Spr, like a stack system granting a +1 each turn, max +20 (or more every other turn depending on how the turn counter works). Makes long fights a little faster and safer assuming you aren't constantly losing characters.

Barret: The proposed Vit and Spr stack when attacked is pretty great. I'm wondering, though, if it would be possible to have his innate be based on row placement. It'd be interesting if Barret, a normally one dimensional tank, had an in-battle offensive and defensive wind-up mode. Front row = str & mag; back row = vit and spr. Go full tank, or go bruiser.

Tifa: She should get some kind of Dex bonus/stack if she uses the attack command and hits an elemental weakness. If that's not feasible, then a str bonus/stack while at full health would be a nice mix-up to her typical "critical HP" shenanigans. If you find some way of making the innate ability based on Rank Up, she could have a party leader version that grants a stack of Str to the party each turn.

Aeris: Get a stack of Mag every turn while at full hp or when you remove a negative status. I still like the idea of healing x2, though.

Red XIII: Attacking should grant a debuff stack of some kind. Maybe Mag or Spr debuff. If debuffs would be too much since they don't go away if Red XIII gets KOd, hitting an elemental weakness with magic could restore a small amount of MP back.

Yuffie: Attacking should grant a debuff stack of some kind. Maybe Str or Vit debuff. If debuffs would be too much since they don't go away if Yuffie gets KOd, hitting an elemental weakness with an attack or magic could remove a negative status effect from Yuffie.

Cait Sith: That Rage system would be crazy hype! You are a god if you pull it off. If not, I'd settle for something simple, like getting a stack of Vit/Spr for casting spells.

Vincent: Innate resistance when in a limit form is great. If it's just one element, maybe it should be immunity since you're still losing control of Vincent? Well, I tend not to rely on limits in the NT Mod anyway, so I'd prefer if the innate ability wasn't restricted to the limit break form. Something like recovering a little HP when hitting an elemental weakness with magic, or gaining a buff if a negative status is successfully resisted.

Cid: Luck boost sounds awesome. Luck stacks every turn up to a max would be the happy middle ground, but I'm totally cool with 2x luck. Cid for party president.

140
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-23 19:36:17 »
@Sega Chief
Thanks for making shrapnel and dazers available on the boat ride to Costa del Sol. It is hilariously helpful.
There's been a weird ATB glitch that I forgot to mention back in 1.2 where, when having the Exit materia equipped, characters would randomly reset their ATB at the start of an encounter as though they were back attacked. At first I thought it was just an issue with reaching the level cap back when I was at Great Glacier, which I then promptly forgot about it thanks to Sneak Attack + Exit, but I was brutally reminded during Cloud's solo trip to Fort Condor after fighting Illuyankas.

141
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-20 06:11:25 »
@Lionsmane
You'll know once you name Barret. The game will ask you if you wish to keep the standard battle music or use field music for encounters. If you have a good eye, you will also know you've installed NT correctly if Cloud's model has no mouth and darker clothes compared to his original PC field model.

142
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-18 19:16:06 »
@Cicadian
Thanks. Also, good job with the stream. I was able to watch some of the past videos, though I missed disc 1.

@Sega Chief
Haha that's awesome you gave Palmer the FF6 lores and the step counter joke. I never noticed since my last play through I didn't take my time with Palmer at all. Never change, man.

143
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-18 09:25:19 »
@Proxy
It is explained in the readme that you can steal 1 of 2 common items or a rare item from almost every enemy (at the cost of not getting an item drop in the results screen). The higher your level relative to the enemy you're trying to steal from, the higher your chances of obtaining a common item, and the lower your chances of obtaining the rare one. You can combine Steal with Morph to ensure a constant stream of good items at the expense of your time and effort. Do note that you can morph bosses for interesting and/or powerful items as well.

I've been regulating my level by running away from fights I don't care about and have seen moderate success in obtaining rare steals. This is no replacement for power leveling, though, so most people concerned only with beating the game can ignore steal for the most part. Sense hasn't actually failed me, and there is a list of enemy types and how their resistances interact with each other in the readme.

@Sega Chief
You changed Suicide lv4 to Suicide lv5, so I'm a bit confused as to how to obtain Chocobuckle from the lv16 Chocobo. Will keep cracking at it a little longer, but I'm running dry.

144
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-17 02:06:55 »
Fresh new game started. I'll be taking my time with this run.

Testing out morph and was surprised at the morph item for Aero Combatant. Just to make sure, are they supposed to morph into Bird Wing? That's a pretty amazing item to be farm-able so early in the game.

145
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2015-02-11 18:12:02 »
I just set up my streaming and youtube stuff last night, should provide a good example for you when the time comes.
Hmm, would it be okay to post links to your stream and youtube here?

146
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2015-01-14 21:38:44 »
@ManuBBXX
Whenever R02 comes out, it'll be packaged with its own difficulty mod, so you'll have to be mindful of that as that will alter the battle.lgp file in a way that will most likely conflict with NT.

147
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2015-01-12 04:31:10 »
There's already the Wizer Staff and Magic Hammer for damaging MP, but I could add a third option somewhere; maybe another spell and weapon for it. I'll boost up the Ghost Hands a bit too.
Whoops! I should have clarified. MP Attack in FF5 and 6 caused your attacks to become automatic crits at the expense of 10-20 MP per attack (Rune Axe, Rune Blade, Organix, Ragnarok, Light Bringer, Final Trump, and Punisher). MP Attack in FF9 caused your basic attack to expend 1/8 your max MP to deal 50% extra damage on the attack.

148
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2015-01-12 02:59:16 »
Yeah, it was found that they didn't work properly. I've not decided what to do with them for 1.3; default option is to make them high-attack like they are in the vanilla game but they could also be given some kind of theme, maybe Holy-element, an early triple AP weapon with one slot, something like that to make them not just stand out but be viable options too.
Actually, as it is, it still uses a damage calculation that affects Morph. When I first got the Nailed Bat, I noticed the Morph damage was very good. If you keep it like that, it'll see much use throughout later versions of the mod for purposes of Morphing bosses and such. I've also been meaning to ask you if an MP Attack weapon or materia was possible, something like what's seen in older FF games or in FF9. If you could apply that to the joke weapons, maybe with additional caveats, that would be amazing.

I personally think that an early triple AP slot would be redundant. The reward for players willing to stick to double AP weapons is already impressive.

149
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2015-01-12 02:00:17 »
@Sega Chief
I recall in your change log for v1.2 that you re-purposed the joke weapons into kills = power. Tried testing the damage for Nailed Bat using kill values between 768 and 5000 via save editor and there doesn't seem to be any change. Was wondering if you scrapped that idea or if it's using a different calculation from the old Death Penalty.

150
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2015-01-11 22:25:18 »
Probably not a bug but I haven't figured out the mechanics yet: Love buster casting perma-confusion (Spinning corpses lol) on party members and you can give them commands but they always use them on opposite targets (Ah! Can I target opposite for desired effect? Or is it a bug.)
You need to survive without worrying about status immunity, so set up an elemental attack and absorb strat for safety. After that, equip your best equipment for damage and bum rush Love Buster with your strongest materia combinations or limit breaks. Blow everything. Mime your strongest stuff if you have to. Don't cast any buffs, just smash its face immediately. Hold nothing back.

Pages: 1 2 3 4 5 [6] 7